Some beta 3 bugs and adjustments.
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Some beta 3 bugs and adjustments.
Beta 3 is a great step up from Beta 2, with a lot of stuff fixed/added, but there are a few things I think need a little adjustment:
1. The Tommy gun secondary fire needs to shoot more bullets when it fires from side to side, as it is now there's only like 5 or 6 bullets that get spread when it's being fired.
2. The shotgun primary fire needs to be speed up, the pause after you fire one barrel is a little slower than the original Blood's.
3. TNT physics are a little wonky, when you throw it it falls sharply, and a max power throw doesn't go very far. Also the TNT model doesn't rotate and flip around in mid air like it used to.
4. The right click drop for TNT/Aresol Can is slow, in the original Blood you could drop 4 or 5 of them before they exploded, as of now you can just barely get to 4 before they explode.
5. Player movement is a tiny bit sluggish, the jumping is a lot better though.
6. The Life Leech doesn't shoot as many projectiles as it used to.
If these are already being worked on my bad.
As for bugs:
1. I talked to Willis about this on IRC, but it'd probably be good to post it here too. When throwing TNT, proxies, spray cans, etc through windows they explode or bounce off of air. For example, in E1M1, when you blow up the front of the building and try to throw TNT through the gaping hole the TNT just bounces off air, it also happens a lot in Click!, Dead Simple, and a lot of other levels too.
Great job with beta 3 guys, keep up the good work, and I hope I don't p*** anyone off with this post
1. The Tommy gun secondary fire needs to shoot more bullets when it fires from side to side, as it is now there's only like 5 or 6 bullets that get spread when it's being fired.
2. The shotgun primary fire needs to be speed up, the pause after you fire one barrel is a little slower than the original Blood's.
3. TNT physics are a little wonky, when you throw it it falls sharply, and a max power throw doesn't go very far. Also the TNT model doesn't rotate and flip around in mid air like it used to.
4. The right click drop for TNT/Aresol Can is slow, in the original Blood you could drop 4 or 5 of them before they exploded, as of now you can just barely get to 4 before they explode.
5. Player movement is a tiny bit sluggish, the jumping is a lot better though.
6. The Life Leech doesn't shoot as many projectiles as it used to.
If these are already being worked on my bad.
As for bugs:
1. I talked to Willis about this on IRC, but it'd probably be good to post it here too. When throwing TNT, proxies, spray cans, etc through windows they explode or bounce off of air. For example, in E1M1, when you blow up the front of the building and try to throw TNT through the gaping hole the TNT just bounces off air, it also happens a lot in Click!, Dead Simple, and a lot of other levels too.
Great job with beta 3 guys, keep up the good work, and I hope I don't p*** anyone off with this post
- Willis
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One thing I'll add is alternate fire for life leech drops the century then does also does and alternate fire for the weapon that replaces it.
And yes, TNT throwing physics need a lot of work.
Winter Wonderland also still has some huge clipped textures in it spanning many rooms (pretty hard to miss).
And a lot of levels need to be changed from fire to use key activation, don't have a detailed list atm though.
And yes, TNT throwing physics need a lot of work.
Winter Wonderland also still has some huge clipped textures in it spanning many rooms (pretty hard to miss).
And a lot of levels need to be changed from fire to use key activation, don't have a detailed list atm though.
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Re: Some beta 3 bugs and adjustments.
I don't know how easy this will be to fix, I seem to remember there being some issue with being unable to make it shoot fast enough due to code limitations. But I don't think this has been looked into for quite some time now.RottKing wrote:Beta 3 is a great step up from Beta 2, with a lot of stuff fixed/added, but there are a few things I think need a little adjustment:
1. The Tommy gun secondary fire needs to shoot more bullets when it fires from side to side, as it is now there's only like 5 or 6 bullets that get spread when it's being fired.
Damn, I knew I forgot something! I had modified the shotgun code on my build, however it was overwritten by the updated progs from the CVS. Oh well, it can be modified again.2. The shotgun primary fire needs to be speed up, the pause after you fire one barrel is a little slower than the original Blood's.
Issues for whoever decides to tackle the code. I actually can't remember what these weapons were originally like now, which is why we have people like you to keep track3. TNT physics are a little wonky, when you throw it it falls sharply, and a max power throw doesn't go very far. Also the TNT model doesn't rotate and flip around in mid air like it used to.
4. The right click drop for TNT/Aresol Can is slow, in the original Blood you could drop 4 or 5 of them before they exploded, as of now you can just barely get to 4 before they explode.
This is still something that needs to be tweaked. The game actually has a few physics and motion-related commands to play with - for example, give "sv_friction x" (where x=0 to 10) a bit of a play around and see if you can get a better feel.5. Player movement is a tiny bit sluggish, the jumping is a lot better though.
See points 3. and 4.6. The Life Leech doesn't shoot as many projectiles as it used to.
We have been able to replicate this. At a guess I'd say it's an issue with the collision boxes, but as I often state I am not a coder, so I can't look into these things.As for bugs:
1. I talked to Willis about this on IRC, but it'd probably be good to post it here too. When throwing TNT, proxies, spray cans, etc through windows they explode or bounce off of air. For example, in E1M1, when you blow up the front of the building and try to throw TNT through the gaping hole the TNT just bounces off air, it also happens a lot in Click!, Dead Simple, and a lot of other levels too.
Nah, I'm not p*** off at least. One of the reasons for releasing a beta, other than to appease people with Blood goodness, is to pick up all these things which can fairly easily get past playtesting, especially when the actual team is so small.Great job with beta 3 guys, keep up the good work, and I hope I don't p*** anyone off with this post
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I heve already fixed the clipping issue with Winter Wonderland, but for some reason now the weapons have all disappeared, I should have it fixed soon.
I have found a bunch of small things with most maps but again, I'm not going to do any changes unless all the entity names etc...are finalized cause I really dont want to change them anymore
As for the Beta..... Some of the stuff I have noticed.. ( I'm sure I have mentioned these before but we will need a coder to fix)
1. The CTF mode does not work...also, red entities are actually blue entities and vice-versa...Very confusing
2. The CTF flag models are gone again
3. Translucent brushes dont work again for some reason. (Example: Lair of Shail map's spider webs) Also, I think translucent water should be set to some type of default value in the game config cause it looks really good when it's working and very bad when it's turned off by default.
4. The multiplayer scoreboards really, really, really need work. It's almost impossible to tell whats going on.
I have found a bunch of small things with most maps but again, I'm not going to do any changes unless all the entity names etc...are finalized cause I really dont want to change them anymore
As for the Beta..... Some of the stuff I have noticed.. ( I'm sure I have mentioned these before but we will need a coder to fix)
1. The CTF mode does not work...also, red entities are actually blue entities and vice-versa...Very confusing
2. The CTF flag models are gone again
3. Translucent brushes dont work again for some reason. (Example: Lair of Shail map's spider webs) Also, I think translucent water should be set to some type of default value in the game config cause it looks really good when it's working and very bad when it's turned off by default.
4. The multiplayer scoreboards really, really, really need work. It's almost impossible to tell whats going on.
In "Twin Fortress" are some invisible walls that make it impossible to enter certain rooms.
And as postet before: The big gibs don't leave blood trails anymore. Only the small from shotgun- or tommygun shots leave blood trails, but when you gib someone with the dynamite the big gibs don't bleed in the air and on the ground.
And as postet before: The big gibs don't leave blood trails anymore. Only the small from shotgun- or tommygun shots leave blood trails, but when you gib someone with the dynamite the big gibs don't bleed in the air and on the ground.